• Title/Summary/Keyword: Business Games

Search Result 242, Processing Time 0.023 seconds

Civil-Military Relations and Military Leadership (민군관계와 국방리더십의 발전방향)

  • Son, Su-Tae
    • Journal of National Security and Military Science
    • /
    • s.4
    • /
    • pp.119-156
    • /
    • 2006
  • Now it is not useful the theory about civil-military relationship that have been analysed for power games between military and civilians Korean society is going on governance society managed by cooperating network of government, civilian society and business market These social change require for new context about civil-Military relationship. Military leadership must contribute desirable civil-military relationship This study will suggest the direction about military leadership for desirable civil-military relationship. Now political issues about military intervention to the government are almost settled, but the worry about complications between military and civilians exist in the part of low issues like policy-making. Another important issues is military leadership about the style of social-being. In recent years, social change is very complex and speedy like global networking and diversity, leadership environment also, changed like leadership paradigm shift. Military leadership must be examined from the principle to the context of social integration At the present age, individual soldier is citizen in uniformed. Also military leadership must to seek the principle in the citizen mind like citizenship. Another charactristics of present day military is influence of high technogy. For the high-tech war military need the transition about science and technology from the whole society. In the context of above the development of military leadership are suggested as follows. First, the development of military control leadership must besought to the context of cooperation between government and military. Government must provide the system to strengthen military professionals in the process of policy-making about national security Second, military leadership must embody the important social values through the advanced military making, Third, military leadership must provide the adaptability to the society through the military education of their soldiers Forth, military leadership must be contributed to the social integration and to the growing up individual soldiers like their socialization and their achievement. Five, an important subject of military leadership is the creation of desirable military culture through the harmony of social culture and military culture.

  • PDF

Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game (다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현)

  • Jeong, Chul-Gon;Choi, Hwan-Eon;Jeong, Sun-Wung
    • Journal of Korea Game Society
    • /
    • v.7 no.2
    • /
    • pp.101-112
    • /
    • 2007
  • Along with the development of mobile technology, mobile game has undergone a change from downloadable game to network game, where a large number of users connect to server and play real-time game with a mobile phone. In order to develop these mobile network games economically, a proper, suitable game engine is needed. This study proposes the result of design and implementation of RWMMO-GE(Realtime Wireless Massively Multiplayer Online RPG Game Engine) that is used to develop a mobile network game. The structure of RWMMO-GE, which is the research result of this study, consists of major components such as Network/Client Module, Object Module, Map Tool, Script Editor, and Character Editor. The characteristics of the multiplayer mobile game developed by this engine is that a large number of players can play real-time game in a single map, which implies a possibility of a new business model in this area. This research is a result of the RWMMO-GE supported by 2006 IT Excellent Technology Support Project(No:A1300-0601-0125) of IITA(Institute Information Technology Advancement).

  • PDF

Case Study on Fashion Brand Flagship Store in Metaverse -Focusing on Fashion Brand in ZEPETO- (패션 브랜드 메타버스 플래그십 스토어 사례연구 -제페토(ZEPETO) 내 패션 브랜드를 중심으로-)

  • Kim, Woo Bin;Hur, Hee Jin;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.46 no.3
    • /
    • pp.545-563
    • /
    • 2022
  • Metaverse is a digitally generated world beyond the physical realm; many fashion brands are launching virtual stores in Metaverse. This study explores the cases of flagship stores of fashion brands in Metaverse to understand the peculiarity of Metaverse retailing. This study selected four flagship stores of fashion brands launched on ZEPETO, the largest Metaverse platform in Korea. The characteristics of Metaverse retailing used for case analysis were store (store credibility, servicescape, ease of use), product (content, demos, incentives), social factor (store personnel, store customers), and entertainment (events, games, free gifts). The results illustrate that a transaction system linked to reality could not be established due to technical limitations; it was difficult to obtain specific product information, such as the color, size, and fabric. However, all four fashion brands overwhelmed the traditional retail channels in terms of providing various spatial experiences by operating their virtual stores in global cities related to the heritage and identity of each brand. Furthermore, fashion brands can convey a sense of deviation and fantasy to consumers by delivering unique entertainment activities in Metaverse that they cannot easily provide in real life.

Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal (빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언)

  • Ahn, Sunghun;Jung, JaeWoo;Oh, Sejong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.18 no.1
    • /
    • pp.55-64
    • /
    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.

A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.229-238
    • /
    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

The Study on Casinos & Gaming Industry in South America Based on Market Analysis & Implications (남미 카지노 및 게이밍산업의 이해와 시사점)

  • Lee, Seung-Koo
    • Korean Business Review
    • /
    • v.23 no.2
    • /
    • pp.31-52
    • /
    • 2010
  • The casinos and gaming sector consists of all forms of betting, including commercial, state-run, and charitable operations. The casinos segment comprises gambling in casinos, and includes gaming machine gambling where this occurs on casino premises. The gaming segment covers all other forms of gambling, including national and other lotteries, racing and sports betting, bingo, pachinko, and gaming machines where these are not located on casino premises. All values are stated in terms of gross gaming win. This is the total amount waged by customers minus the total amount paid out to customers as winnings, but before the payment of any applicable taxes, disbursements to charitable or other causes by games established for those purposes, or other expenses. The South American casinos & gaming sector posted strong growth in 2009 and this growth is expected to accelerate during the forecast period. The South American casinos & gaming sector generated total revenues of $9.6 billion in 2009, representing a compound annual growth rate(CAGR) of 15% for the period spanning 2005-2009. In comparison, the Argentinian and Chilian sectors grew with CAGRs of 17% and 21.9% respectively, over the same period, to reach respective values of $2.2 billion and $93.7 million in 2009. The other gaming segment was the sector's most lucrative in 2009, generating total revenues of $7.1billion, equivalent to 74.1% of the sector's overall value. The casino segment contributed revenues of $2.5billion in 2009, equating to 25.9% of the sector's aggregate revenues. The performance of the sector is forecast to accelerate, with an anticipated CAGR of 20.4% for the five year period 2009-2014, which is expected to drive the sector to a value of $24.3 billion by the end of 2014. Comparatively, the Argentinian and Chilian sectors will grow with CAGRs of 10.2% and 7.3% respectively, over the same period, to reach respective values of $3.6 billion and $133.6 million in 2014.

  • PDF

A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
    • /
    • v.16 no.3
    • /
    • pp.145-156
    • /
    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

A Study of the status of Dental technicians' leisure activities (치과기공사의 여가활동 실태에 관한 연구)

  • Kwon, Soon-Suk;Kim, Yoon-Shin
    • Journal of Technologic Dentistry
    • /
    • v.30 no.1
    • /
    • pp.83-96
    • /
    • 2008
  • This study aims to analyze the major factors in their working conditions affecting the enlargement of leisure activities of dental technicians. We also present a need for dental technicians to assign more time many different kinds of leisure activities for their quality life. To this end, we examined the status and the characteristics of dental technicians' leisure activities among the randomly selected subjects who are working in the area of Seoul, Gyonggido, and Gangwon-do through the analysis of the 311 sheets of self-administered questionnaires. The conclusions from this analysis are as follows; 1. On weekdays, non participants in leisure activities were found to be 64.0%, and in the case of weekends, the participants were reached to 70.7%. Those who enjoy any leisure activities in either of weekdays and weekends were 34.1%, 27.3% of the dental technicians did not have any leisure activities. Therefore, statistical significance was shown in the participations of leisure activities between weekdays and weekends. 2. Of the types of leisure activities in both weekdays and weekends, sports activities were ranked at the top 33.4%, 29.6% respectively, which is followed by going to the cinema/theatre/exhibitions, etc 21.9%, 26.0%, games/entertainment 14.5%, 14.8%, hobbies/cultural activities 14.1%, 12.5%, sightseeing/picnic 6.4%, 7.4%. 3. Of the differences in the characteristics of leisure activities, the types of leisure activities between weekdays and weekends showed difference in gender, company and information regarding leisure activities in age, company and the place of leisure activities, and leisure information in the marital status, career and monthly income in company, company and leisure information in the job position, which is statistically significant (p<.001). However, no statistical significance was found among the other general items of the characteristics of leisure activities. Considering only works on weekdays policy is currently permeating into almost every business sector, dental business owners or managers are advised to consider more effective time management or human resources management, such as keeping reasonable manufacturing time through cooperations with the dentists, regularity of working hours, incentive system, introduction of credible over time payment. Which will provide their staff with more times and opportunities to enjoy their leisure activities. Additionally, the concrete and feasible ways of motivating and activating the leisure activities of dental technicians are in need of further researches and studies.

  • PDF

A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
    • /
    • v.14 no.8
    • /
    • pp.185-194
    • /
    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.

Development of An Automatic Classification System for Game Reviews Based on Word Embedding and Vector Similarity (단어 임베딩 및 벡터 유사도 기반 게임 리뷰 자동 분류 시스템 개발)

  • Yang, Yu-Jeong;Lee, Bo-Hyun;Kim, Jin-Sil;Lee, Ki Yong
    • The Journal of Society for e-Business Studies
    • /
    • v.24 no.2
    • /
    • pp.1-14
    • /
    • 2019
  • Because of the characteristics of game software, it is important to quickly identify and reflect users' needs into game software after its launch. However, most sites such as the Google Play Store, where users can download games and post reviews, provide only very limited and ambiguous classification categories for game reviews. Therefore, in this paper, we develop an automatic classification system for game reviews that categorizes reviews into categories that are clearer and more useful for game providers. The developed system converts words in reviews into vectors using word2vec, which is a representative word embedding model, and classifies reviews into the most relevant categories by measuring the similarity between those vectors and each category. Especially, in order to choose the best similarity measure that directly affects the classification performance of the system, we have compared the performance of three representative similarity measures, the Euclidean similarity, cosine similarity, and the extended Jaccard similarity, in a real environment. Furthermore, to allow a review to be classified into multiple categories, we use a threshold-based multi-category classification method. Through experiments on real reviews collected from Google Play Store, we have confirmed that the system achieved up to 95% accuracy.